Clockwork Abomination
Clockwork Abomination
Large construct, lawful evil
- Armor Class 16 (natural armor)
- Hit Points 76 (8d10+32)
- Speed 30 ft., climb 30 ft.
- STR
21 (+5) - DEX
12 (+1) - CON
18 (+4) - INT
10 (+0) - WIS
10 (+0) - CHA
12 (+1)
- Saving Throws Dex +4, Con +7
- Skills Athletics +9, Perception +4, Stealth +4
- Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Infernal
- Challenge 5 (1,800 XP)
- Additional Legs. Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain.
- Piston Reach. The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them.
- Immutable Form. The clockwork abomination is immune to any spell or effect that would alter its form.
- Infernal Power Source. When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw.
Actions
- Multiattack. The clockwork abomination makes one bite attack and one slam attack.
- Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
- Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
- Breath Weapon (Recharge 5-6). The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw.